// dummy pixel shader.


struct SGV2F 
{
	float4 HPos : POSITION;
};

#include <MaterialPixel>


struct ZPassPixelOutput
{
	half4 Color:COLOR0;	// Scene Normal[In world space], and specluar power.
};


ZPassPixelOutput PMain(SGV2F Input)
{
	ZPassPixelOutput OUT;
	OUT.Color = half4(0.0h,0.0h,0.0h,0.0h);
	OUT.Color = half4(1.0h,0.0h,0.0h,0.0h);
	return OUT;
}